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The message of much mainstream propaganda is a resigned conviction that the world we live in, even if not the best of all possible worlds, is the least bad one, so that any radical change can only make it worse. This is why all forms of resistance, from Syriza in Greece and Podemos in Spain to Latin American “populisms,” should be fully supported.

Who are the real scroungers? Free-marketeers decry 'big government' yet the City and big business benefit hugely from the state – from bailouts to the billions made from privatisation. Socialism does exist in Britain – but only for the rich, writes Owen Jones

I never found anything about how a character is getting new faults over time. +Wolf Bergenheim did a cool thing and offered "corrupting" fudge-points so if you accepted them or used them 3 times - you got a new fault. This seems like a great way for someone getting "Greedy" or "Arrogant" during play, but what about other faults? Is it up to the GM to fudge it, or is there some recommended trading scheme (like take 1 new gift for 1 new fault) that does not get completely silly.﻿

Great idea +Wolf Bergenheim! I've recently switched back to Gifts/Faults, from Aspects, in BS&S. They do work similarly to Aspects in regards to Fortune Points (aka, Fudge Points). Players spend a Fortune Point to use a Gift for a +2 bonus, and they earn a Fortune Point for allowing a Fault to come into play for their character. Since the only way you can get Fortune Points is to either earn them by allowing Faults or spending EXP, it gives the players good incentive to let their Faults challenge their characters.

I've run some campaigns with my F2F game, and the graininess is largely an illusion, IMHO. What I mean is, so long as you scale the rate of character development to match the amount of room characters have to develop, the players will for the most part be happy with the game. Considering that even starting characters in Fudge are generally pretty capable, character development can be pretty incremental yet effective.

It's been my experience that most players who create a character they really like will enjoy playing that character regardless of the rate of "advancement". I think it's easy for us as GM's to put too much focus on the character sheets and not the characters. There are so many ways in which we can involve character backstories, unresolved conflicts and and things NOT on the character sheet to give the players a sense of achievement and character growth.

For example, I once had a player who had the Aspect "Hunted by the Tiger Clan" to represent that her family had once ruled the Tiger Clan (a nomadic barbarian tribe, but the character's father was overthrown and assassinated in a violent coup, and the family tried to escape into self-exile. The new ruler of the Tiger Clan vowed to hunt down every family member in order to "exact justice" for the apparent mistakes of the character's father. The player was absolutely thrilled to uncover that her character's family was framed, and after she cleared her father's name and restored her family to honor (and power), she was rewarded with a personal bodyguard, who also happened to be the greatest warrior of the Tiger Clan, and who her character eventually married. So, she got to drop the "Hunted" Aspect, and she gained the Aspects, "Loyal Bodyguard, Friend and Lover", and "Family Rules the Tiger Clan Barbarians".

Another thing to remember is that character development doesn't have to be necessarily linear. I've found that some players get just as much enjoyment from swapping out Gifts, Faults and Talents as they do increasing their proficiency in Attributes and Skills.﻿

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